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Returning 35 results for 'preside awake and his class'.
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Couatl
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
creature can use an action to shake the target awake.
Constrict. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Constrict"} to hit, reach 10 ft., one Medium or
statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Two-Headed Owlbear Two-Headed Owlbear
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
17
heads is asleep, its other head is awake.
Actions
Multiattack. The two-headed owlbear makes three attacks: two with its beaks and one with its claws.
Beak. Melee Weapon Attack: +7 to hit, reach 5
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Two-Headed Owlbear Two-Headed Owlbear
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
17
heads is asleep, its other head is awake.
Actions
Multiattack. The two-headed owlbear makes three attacks: two with its beaks and one with its claws.
Beak. Melee Weapon Attack: +7 to hit, reach 5
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Leader
Medium Aberration, Typically Lawful Evil
Armor Class 15 (mage armor)
Hit Points 127 (17d8 + 51)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
20
is asleep, its other head is awake.
Actions
Multiattack. The psurlon makes two Bite attacks and two Claw attacks. It can also use Pacify (if available) or Psychic Crush.
Bite. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sprite Sprite
Tiny fey, neutral good
Armor Class 15 (leather armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
STR
3 (–4)
DEX
18 (+4)
CON
10 (+0)
INT
14
damage or another creature takes an action to shake it awake.
Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sprite Sprite
Tiny fey, neutral good
Armor Class 15 (leather armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
STR
3 (–4)
DEX
18 (+4)
CON
10 (+0)
INT
14
damage or another creature takes an action to shake it awake.
Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
sleep or frightened off. Sprite
Tiny fey, neutral good
Armor Class 15 (leather armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
STR
3(−4)
DEX
18(+4)
CON
10(+0
damage or another creature takes an action to shake it awake.
Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
sleep or frightened off. Sprite
Tiny fey, neutral good
Armor Class 15 (leather armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
STR
3(−4)
DEX
18(+4)
CON
10(+0
damage or another creature takes an action to shake it awake.
Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Leader
Medium Aberration, Typically Lawful Evil
Armor Class 15 (mage armor)
Hit Points 127 (17d8 + 51)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
20
is asleep, its other head is awake.
Actions
Multiattack. The psurlon makes two Bite attacks and two Claw attacks. It can also use Pacify (if available) or Psychic Crush.
Bite. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Two-Headed Crocodile Two-Headed Crocodile
Large beast, unaligned
Armor Class 12 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 20 ft., swim 30 ft.
STR
15 (+2)
DEX
10 (+0
, frightened, stunned, and knocked unconscious.
Wakeful. When one of the crocodile’s heads is asleep, its other head is awake.
Actions
Multiattack. The two-headed crocodile makes two attacks with its
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Two-Headed Crocodile Two-Headed Crocodile
Large beast, unaligned
Armor Class 12 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 20 ft., swim 30 ft.
STR
15 (+2)
DEX
10 (+0
, frightened, stunned, and knocked unconscious.
Wakeful. When one of the crocodile’s heads is asleep, its other head is awake.
Actions
Multiattack. The two-headed crocodile makes two attacks with its
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
themselves. A su-monster sleeps while hanging upside down by its tail. While awake, it can also unleash a devastating attack from that position, rending with all four of its claws. Su-monsters
Medium monstrosity, chaotic evil
Armor Class 12
Hit Points 27 (5d8 + 5)
Speed 30 ft., climb 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
12 (+1)
INT
9 (–1)
WIS
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the poisonous stinger at the tip of its tail, one jab of which can put a creature into a catatonic state that can last for hours. Pseudodragon
Tiny dragon, neutral good
Armor Class 13 (natural armor
succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the poisonous stinger at the tip of its tail, one jab of which can put a creature into a catatonic state that can last for hours. Pseudodragon
Tiny dragon, neutral good
Armor Class 13 (natural armor
succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
themselves. A su-monster sleeps while hanging upside down by its tail. While awake, it can also unleash a devastating attack from that position, rending with all four of its claws. Su-monsters
Medium monstrosity, chaotic evil
Armor Class 12
Hit Points 27 (5d8 + 5)
Speed 30 ft., climb 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
12 (+1)
INT
9 (–1)
WIS
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain. Human Cleric of Peace Clerics of the Peace Domain preside
Divine Domain class feature for how domain spells work. Peace Domain Spells Cleric Level Spells 1st heroism, sanctuary 3rd aid, warding bond 5th beacon of hope, sending 7th aura of purity, Otiluke’s
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain. Human Cleric of Peace Clerics of the Peace Domain preside
Divine Domain class feature for how domain spells work. Peace Domain Spells Cleric Level Spells 1st heroism, sanctuary 3rd aid, warding bond 5th beacon of hope, sending 7th aura of purity, Otiluke’s
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
other, nearby creatures are racked with psychic pain or join in the ruckus, attacking their allies. Echo of Demogorgon Large Fiend (Demon), Typically Chaotic Evil
Armor Class 14 (natural armor
Bonus +3
Magic Resistance. The echo has advantage on saving throws against spells and other magical effects.
Wakeful. When one of the echo’s heads is asleep, its other head is awake.
Actions
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
other, nearby creatures are racked with psychic pain or join in the ruckus, attacking their allies. Echo of Demogorgon Large Fiend (Demon), Typically Chaotic Evil
Armor Class 14 (natural armor
Bonus +3
Magic Resistance. The echo has advantage on saving throws against spells and other magical effects.
Wakeful. When one of the echo’s heads is asleep, its other head is awake.
Actions
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
-ti Pit Master
Medium Monstrosity (Warlock), Typically Neutral Evil
Armor Class 14 (natural armor)
Hit Points 88 (16d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
are clearly designed to intimidate, while others offer canned, upbeat platitudes in pleasant tones even while subduing opponents. Combat Robot Medium Construct, Typically Lawful Neutral
Armor Class
ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake.
Bonus Actions
Emergency Speed (2/Day). The robot takes the Dash or Disengage action.
One Pixel Brush
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
-ti Pit Master
Medium Monstrosity (Warlock), Typically Neutral Evil
Armor Class 14 (natural armor)
Hit Points 88 (16d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
, Unaligned
Armor Class 20 (natural armor)
Hit Points 149 (13d12 + 65)
Speed 30 ft., swim 40 ft.
STR
21 (+5)
DEX
5 (−3)
CON
21 (+5)
INT
2 (−4)
WIS
16 (+3)
CHA
7 (−2
opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Actions
Multiattack. The hydra makes as many Bite attacks as it has heads.
Bite. Melee Weapon Attack: +9 to hit
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
are clearly designed to intimidate, while others offer canned, upbeat platitudes in pleasant tones even while subduing opponents. Combat Robot Medium Construct, Typically Lawful Neutral
Armor Class
ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake.
Bonus Actions
Emergency Speed (2/Day). The robot takes the Dash or Disengage action.
One Pixel Brush
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
, Unaligned
Armor Class 20 (natural armor)
Hit Points 149 (13d12 + 65)
Speed 30 ft., swim 40 ft.
STR
21 (+5)
DEX
5 (−3)
CON
21 (+5)
INT
2 (−4)
WIS
16 (+3)
CHA
7 (−2
opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Actions
Multiattack. The hydra makes as many Bite attacks as it has heads.
Bite. Melee Weapon Attack: +9 to hit
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
(elf), neutral evil
Armor Class 18 (studded leather, shield)
Hit Points 71 (11d8 + 22)
Speed 30 ft.
STR
13 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Reactions
Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
"The Demogorgon" "The Demogorgon"
Large giant, chaotic neutral
Armor Class 15 (natural armor)
Hit Points 123 (13d12 + 39)
Speed 40 ft.
STR
21 (+5)
DEX
8 (-1)
CON
17 (+3
asleep, its other head is awake.
Actions
Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.
Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
"The Demogorgon" "The Demogorgon"
Large giant, chaotic neutral
Armor Class 15 (natural armor)
Hit Points 123 (13d12 + 39)
Speed 40 ft.
STR
21 (+5)
DEX
8 (-1)
CON
17 (+3
asleep, its other head is awake.
Actions
Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.
Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
(elf), neutral evil
Armor Class 18 (studded leather, shield)
Hit Points 71 (11d8 + 22)
Speed 30 ft.
STR
13 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Reactions
Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
relatives), and also with representatives of the middle class, such as traders and artisans. A lord mayor of noble birth is appointed to head the town or city council and to perform the same administrative
functions that reeves carry out in villages. The council consists of representatives elected by the middle class. Only foolish nobles ignore the wishes of their councils, since the economic power of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
relatives), and also with representatives of the middle class, such as traders and artisans. A lord mayor of noble birth is appointed to head the town or city council and to perform the same administrative
functions that reeves carry out in villages. The council consists of representatives elected by the middle class. Only foolish nobles ignore the wishes of their councils, since the economic power of
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
destined to hatch into a goose or a giant goose (also described in that book). Goose Mother Huge Fey, Unaligned
Armor Class 12
Hit Points 114 (12d12 + 36)
Speed 40 ft., fly 40 ft.
STR
17 (+3
an extra reaction that can be used only for opportunity attacks.
Wakeful. While the Goose Mother sleeps, at least one of its heads is awake.
Actions
Multiattack. The Goose Mother makes as many
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
destined to hatch into a goose or a giant goose (also described in that book). Goose Mother Huge Fey, Unaligned
Armor Class 12
Hit Points 114 (12d12 + 36)
Speed 40 ft., fly 40 ft.
STR
17 (+3
an extra reaction that can be used only for opportunity attacks.
Wakeful. While the Goose Mother sleeps, at least one of its heads is awake.
Actions
Multiattack. The Goose Mother makes as many
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Gargantuan monstrosity, unaligned
Armor Class 17 (natural armor)
Hit Points 181 (11d20 + 66)
Speed 40 ft., swim 40 ft.
STR
22 (+6)
DEX
10 (+0)
CON
22 (+6)
INT
2
reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Actions
Multiattack. The hydra makes as many bite attacks as it has heads
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, kept obedient by the rituals of their creation. Dracohydra
Huge Monstrosity, Typically Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 218 (19d12 + 95)
Speed 30 ft., swim 30 ft., fly
for opportunity attacks.
Wakeful. While the dracohydra sleeps, at least one of its heads is awake.
Actions
Multiattack. The dracohydra makes as many Bite attacks as it has heads.
Bite. Melee